private void Awake()
 {
     _rb         = GetComponent <Rigidbody>();
     _carEffects = GetComponent <CarEffects>();
     _playerCar  = GetComponent <PlayerCar>();
     NoiseManager.AddAudioSource(this.gameObject);
     PlayerInputs = ReInput.players.GetPlayer(_playerNum);
 }
Example #2
0
    void Awake()
    {
        GetComponent <SpriteRenderer>().sprite = GetComponent <paintCar>().cars[Random.Range(0, GetComponent <paintCar>().cars.Count)];

        for (int i = 0; i < numberOfErrors; i++)
        {
            CarEffects item = null;

            int  counter = 0;
            bool whil    = false;

            do
            {
                whil          = false;
                randomProblem = Random.Range(1, 7);
                switch (randomProblem)
                {
                case 1:     // pintura
                    item = new Paint();
                    break;

                case 2:     //ruedasWheels
                    item = new Wheels();
                    break;

                case 3:     // luces
                    item = new Lights();
                    break;

                case 4:     // nada
                    item = null;
                    break;

                case 5:
                    item = new Engine();
                    break;

                case 6:
                    item = new Oil();
                    break;
                }

                counter++;
                if (counter > 10)
                {
                    print("PENE");
                    break;
                }

                if (item != null)
                {
                    foreach (CarEffects x in errors)
                    {
                        if (x.typeOfEffect() == "oil" || x.typeOfEffect() == "engine" || x.typeOfEffect() == "paint")
                        {
                            if (x.typeOfEffect() == item.typeOfEffect())
                            {
                                whil = true;
                            }
                        }
                        else if (x.typeOfEffect() == "wheels" || x.typeOfEffect() == "lights")
                        {
                            if (x.typeOfEffect() == item.typeOfEffect())
                            {
                                if (x.effPosition() == item.effPosition())
                                {
                                    whil = true;
                                }
                            }
                        }
                    }
                }
            }while (whil);

            if (item != null)
            {
                if (item.typeOfEffect() == "oil")
                {
                    carEffects[9].SetActive(true);
                }
                else if (item.typeOfEffect() == "engine")
                {
                    carEffects[0].SetActive(true);
                }
                else if (item.typeOfEffect() == "wheels" || item.typeOfEffect() == "lights")
                {
                    if (item.typeOfEffect() == "wheels")
                    {
                        switch (item.effPosition())
                        {
                        case carPositions.front_left:
                            carEffects[1].SetActive(true);
                            break;

                        case carPositions.front_right:
                            carEffects[2].SetActive(true);
                            break;

                        case carPositions.back_left:
                            carEffects[3].SetActive(true);
                            break;

                        case carPositions.back_right:
                            carEffects[4].SetActive(true);
                            break;
                        }
                    }
                    else if (item.typeOfEffect() == "lights")
                    {
                        switch (item.effPosition())
                        {
                        case carPositions.front_left:
                            carEffects[5].SetActive(true);
                            break;

                        case carPositions.front_right:
                            carEffects[6].SetActive(true);
                            break;

                        case carPositions.back_left:
                            carEffects[7].SetActive(true);
                            break;

                        case carPositions.back_right:
                            carEffects[8].SetActive(true);
                            break;
                        }
                    }
                }
                else if (item.typeOfEffect() == "paint")
                {
                    carEffects[10].SetActive(true);

                    switch (item.paintColor())
                    {
                    case paintings.blue_paint:
                        carEffects[10].GetComponent <FixObject>().whatToDetect = Item.blue_paint;
                        break;

                    case paintings.red_paint:
                        carEffects[10].GetComponent <FixObject>().whatToDetect = Item.red_paint;
                        break;

                    case paintings.yellow_paint:
                        carEffects[10].GetComponent <FixObject>().whatToDetect = Item.yellow_paint;
                        break;

                    case paintings.orange_paint:
                        carEffects[10].GetComponent <FixObject>().whatToDetect = Item.orange_paint;
                        break;

                    case paintings.purple_paint:
                        carEffects[10].GetComponent <FixObject>().whatToDetect = Item.purple_paint;
                        break;

                    case paintings.green_paint:
                        carEffects[10].GetComponent <FixObject>().whatToDetect = Item.green_paint;
                        break;
                    }
                }

                errors.Add(item);
            }

            //   print(item);
        }

        /* for (int i = 0; i < errors.Count; i++)
         * {
         *   print(errors[i]);
         * }*/
    }